317 lines
7.5 KiB
C++
317 lines
7.5 KiB
C++
//
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// Copyright Aliaksei Levin (levlam@telegram.org), Arseny Smirnov (arseny30@gmail.com) 2014-2022
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//
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// Distributed under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//
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#pragma once
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#include "td/actor/actor.h"
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#include "td/utils/Closure.h"
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#include "td/utils/common.h"
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#include "td/utils/invoke.h"
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#include "td/utils/Promise.h"
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#include "td/utils/ScopeGuard.h"
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#include "td/utils/Status.h"
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#include <tuple>
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#include <utility>
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namespace td {
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namespace detail {
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class EventPromise final : public PromiseInterface<Unit> {
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public:
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void set_value(Unit &&) final {
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ok_.try_emit();
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fail_.clear();
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}
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void set_error(Status &&) final {
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do_set_error();
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}
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EventPromise(const EventPromise &other) = delete;
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EventPromise &operator=(const EventPromise &other) = delete;
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EventPromise(EventPromise &&other) = delete;
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EventPromise &operator=(EventPromise &&other) = delete;
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~EventPromise() final {
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do_set_error();
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}
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EventPromise() = default;
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explicit EventPromise(EventFull ok) : ok_(std::move(ok)), use_ok_as_fail_(true) {
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}
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EventPromise(EventFull ok, EventFull fail) : ok_(std::move(ok)), fail_(std::move(fail)), use_ok_as_fail_(false) {
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}
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private:
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EventFull ok_;
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EventFull fail_;
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bool use_ok_as_fail_ = false;
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void do_set_error() {
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if (use_ok_as_fail_) {
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ok_.try_emit();
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} else {
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ok_.clear();
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fail_.try_emit();
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}
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}
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};
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class SendClosure {
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public:
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template <class... ArgsT>
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void operator()(ArgsT &&...args) const {
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send_closure(std::forward<ArgsT>(args)...);
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}
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};
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} // namespace detail
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inline Promise<Unit> create_event_promise(EventFull &&ok) {
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return Promise<Unit>(td::make_unique<detail::EventPromise>(std::move(ok)));
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}
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inline Promise<Unit> create_event_promise(EventFull ok, EventFull fail) {
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return Promise<Unit>(td::make_unique<detail::EventPromise>(std::move(ok), std::move(fail)));
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}
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template <class T>
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class FutureActor;
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template <class T>
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class PromiseActor;
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template <class T>
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class ActorTraits<FutureActor<T>> {
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public:
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static constexpr bool need_context = false;
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static constexpr bool need_start_up = false;
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};
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template <class T>
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class PromiseActor final : public PromiseInterface<T> {
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friend class FutureActor<T>;
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enum State { Waiting, Hangup };
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public:
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PromiseActor() = default;
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PromiseActor(const PromiseActor &other) = delete;
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PromiseActor &operator=(const PromiseActor &other) = delete;
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PromiseActor(PromiseActor &&) = default;
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PromiseActor &operator=(PromiseActor &&) = default;
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~PromiseActor() final {
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close();
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}
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void set_value(T &&value) final;
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void set_error(Status &&error) final;
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void close() {
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future_id_.reset();
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}
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// NB: if true is returned no further events will be sent
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bool is_hangup() {
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if (state_ == State::Hangup) {
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return true;
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}
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if (!future_id_.is_alive()) {
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state_ = State::Hangup;
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future_id_.release();
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event_.clear();
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return true;
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}
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return false;
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}
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template <class S>
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friend void init_promise_future(PromiseActor<S> *promise, FutureActor<S> *future);
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bool empty_promise() {
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return future_id_.empty();
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}
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bool empty() {
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return future_id_.empty();
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}
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private:
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ActorOwn<FutureActor<T>> future_id_;
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EventFull event_;
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State state_ = State::Hangup;
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void init() {
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state_ = State::Waiting;
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event_.clear();
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}
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};
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template <class T>
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class FutureActor final : public Actor {
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friend class PromiseActor<T>;
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public:
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enum State { Waiting, Ready };
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static constexpr int HANGUP_ERROR_CODE = 426487;
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FutureActor() = default;
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FutureActor(const FutureActor &other) = delete;
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FutureActor &operator=(const FutureActor &other) = delete;
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FutureActor(FutureActor &&other) = default;
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FutureActor &operator=(FutureActor &&other) = default;
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~FutureActor() final = default;
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bool is_ok() const {
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return is_ready() && result_.is_ok();
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}
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bool is_error() const {
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CHECK(is_ready());
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return is_ready() && result_.is_error();
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}
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T move_as_ok() {
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return move_as_result().move_as_ok();
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}
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Status move_as_error() TD_WARN_UNUSED_RESULT {
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return move_as_result().move_as_error();
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}
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Result<T> move_as_result() TD_WARN_UNUSED_RESULT {
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CHECK(is_ready());
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SCOPE_EXIT {
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do_stop();
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};
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return std::move(result_);
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}
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bool is_ready() const {
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return !empty() && state_ == State::Ready;
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}
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void close() {
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event_.clear();
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result_.clear();
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do_stop();
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}
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void set_event(EventFull &&event) {
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CHECK(!empty());
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event_ = std::move(event);
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if (state_ != State::Waiting) {
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event_.try_emit_later();
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}
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}
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State get_state() const {
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return state_;
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}
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template <class S>
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friend void init_promise_future(PromiseActor<S> *promise, FutureActor<S> *future);
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private:
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EventFull event_;
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Result<T> result_ = Status::Error(500, "Empty FutureActor");
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State state_ = State::Waiting;
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void set_value(T &&value) {
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set_result(std::move(value));
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}
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void set_error(Status &&error) {
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set_result(std::move(error));
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}
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void set_result(Result<T> &&result) {
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CHECK(state_ == State::Waiting);
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result_ = std::move(result);
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state_ = State::Ready;
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event_.try_emit_later();
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}
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void hangup() final {
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set_error(Status::Error<HANGUP_ERROR_CODE>());
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}
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void start_up() final {
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// empty
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}
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void init() {
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CHECK(empty());
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state_ = State::Waiting;
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event_.clear();
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}
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};
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template <class T>
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void PromiseActor<T>::set_value(T &&value) {
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if (state_ == State::Waiting && !future_id_.empty()) {
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send_closure(std::move(future_id_), &FutureActor<T>::set_value, std::move(value));
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}
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}
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template <class T>
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void PromiseActor<T>::set_error(Status &&error) {
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if (state_ == State::Waiting && !future_id_.empty()) {
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send_closure(std::move(future_id_), &FutureActor<T>::set_error, std::move(error));
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}
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}
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template <class S>
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void init_promise_future(PromiseActor<S> *promise, FutureActor<S> *future) {
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promise->init();
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future->init();
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promise->future_id_ = register_actor("FutureActor", future);
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CHECK(future->get_info() != nullptr);
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}
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template <class T>
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class PromiseFuture {
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public:
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PromiseFuture() {
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init_promise_future(&promise_, &future_);
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}
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PromiseActor<T> &promise() {
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return promise_;
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}
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FutureActor<T> &future() {
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return future_;
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}
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PromiseActor<T> &&move_promise() {
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return std::move(promise_);
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}
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FutureActor<T> &&move_future() {
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return std::move(future_);
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}
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private:
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PromiseActor<T> promise_;
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FutureActor<T> future_;
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};
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template <ActorSendType send_type, class T, class ActorAT, class ActorBT, class ResultT, class... DestArgsT,
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class... ArgsT>
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FutureActor<T> send_promise(ActorId<ActorAT> actor_id, ResultT (ActorBT::*func)(PromiseActor<T> &&, DestArgsT...),
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ArgsT &&...args) {
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PromiseFuture<T> pf;
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Scheduler::instance()->send_closure<send_type>(
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std::move(actor_id), create_immediate_closure(func, pf.move_promise(), std::forward<ArgsT>(args)...));
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return pf.move_future();
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}
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template <class... ArgsT>
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auto promise_send_closure(ArgsT &&...args) {
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return [t = std::make_tuple(std::forward<ArgsT>(args)...)](auto &&res) mutable {
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call_tuple(detail::SendClosure(), std::tuple_cat(std::move(t), std::make_tuple(std::forward<decltype(res)>(res))));
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};
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}
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template <class T>
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Promise<T> create_promise_from_promise_actor(PromiseActor<T> &&from) {
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return Promise<T>(td::make_unique<PromiseActor<T>>(std::move(from)));
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}
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} // namespace td
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